What's coming in v 2:
Some new GP actions that allow any GP to contribute a yield type (Warrior already can contribute xp via Train action). Unlike "take residence", it is a straight yield amount equal to mod/2 (rather than a percent boost ... so useful in early game) and not restricted to one per city (any number of GPs can do it in a city).
Spell learning will be functional. Here's the complete spell list for v 2, many of which are new:
Arcane Spells
Arcane spells are always modified by the caster’s Thaumaturgy level in addition to other promotions if listed (see Promotions for total modifier calculation).
Magic Missile (instant; Thaumaturgy; additional modifier: Battle Magery) Gives the caster a ranged attack with strength equal to the caster’s total modifier, range 2-plots (indirect fire). Uses points equal to the caster’s modifier if the attack does damage.
Hex (instant; Maleficium) Adds the Hex promotion to an adjacent enemy unit lowering strength by 20%. Chance of wearing off each turn is equal to 1 / caster’s Thaumaturgy Modifier. Uses 1 point each turn that the Hex remains.
Divine Spells
Divine spells are always modified by the caster’s Devotion level in addition to other promotions if listed (see Promotions for total modifier calculation). Many have an altered name and effect for the Fallen indicated in the following section.
Heal (instant; no req.; free for Priest) Heals up to caster’s Modifier in hit points for same-plot or adjacent allied living unit. Priority is for unit that can use up to Modifier in healing and then for the most powerful unit.
Bless (instant; Divine Liturgy) Adds the Blessed promotion to same plot or adjacent friendly “living” unit, adding 10 hp per turn to natural healing (unit must still take no action if it does not have march). Priority is for the strongest living unit (determined by unit cost). Chance of wearing off each turn is equal to 1 / caster’s Devotion Modifier. Uses 1 point each turn the Bless remains.
Sanctify (instant; Divine Liturgy) Adds the Sanctified promotion to one unit giving +5 hp natural healing and +20% defense against undead. Also protects the unit from negative spell effects like Hex, Curse and Defile as long as the Sanctified promotion remains. Chance of wearing off each turn is equal to 1 / caster’s Devotion Modifier. Uses 1 point each turn the Sanctified remains.
Éa’s Blessing (3 turns; Pantheism; additional modifier: Terriforming) Increases the spreading and regeneration strength of living terrain (forest, jungle or marsh) in one plot up to the caster’s modifier. Uses 1 point for each point of strength increase.
Altered divine spells for the Fallen
Hurt (altered Heal; instant; no req.; free for Fallen Priest) Damages adjacent enemy living unit up to the caster’s Modifier. Priority is for a unit that will be killed by the spell and then for the most powerful unit, but the caster’s Devotion Modifier must exceed the unit’s level.
Curse (altered Bless; instant; Maleficium) Adds the Cursed promotion to an adjacent enemy living unit, preventing all natural healing. Priority is for the strongest living unit, but the caster’s Devotion Modifier must exceed the unit’s level. Chance of wearing off each turn is equal to 1 / caster’s Devotion Modifier. Uses 1 point each turn the Curse remains.
Defile (altered Sanctify; instant; Maleficium) Adds the Defiled promotion to one unit giving -5 hp natural healing and -20% defense against undead. Also prevents the unit from gaining beneficial effects from Bless and Sanctify. Chance of wearing off each turn is equal to 1 / caster’s Devotion Modifier (or can be removed by Purify spell). Uses 1 point each turn the Defiled remains.
Cult-restricted divine spells (free and only available for Druid followers)
Bloom (3 turns; Cult of Leaves; additional modifier: Terriforming) Creates a forest or jungle on any valid plot adjacent to an already existing forest or jungle. A plot is valid if it is grass, plains or tundra, has no improvement or feature, and is not adjacent to any improvement. The caster’s Modifier determines the points used and also the resulting “strength” of the feature (strength = percent chance per turn that it will spread on its own or regenerate if removed).
Ride Like the Wind (instant; Cult of Epona; additional modifier: Battle Magery) Adds Ride Like the Wind promotion to all same-plot or adjacent horse-mounted units, adding +2 movement. The promotion will be lost if the unit starts a turn at a distance greater than the caster’s Modifier. Uses 1 point each turn the promotion remains per unit.
Purify (instant; Cult of Pure Waters) Removes all bad effects associated with defilement (Curse, Hex) and provides some healing to one unit. The heal effect provides 2/3 of the effect of the Heal spell.
Fair Winds (instant; Cult of Ægir) Permanently adds the Fair Winds promotion to any nearby allied ships, adding +1 movement. Uses 5 mana per ship affected.
Revelry (sustained; Cult of Bakkhia) Adds up to city local unhappiness or caster Modifier (whichever is less) to city happiness. Uses 1 point for each point of happiness added per turn sustained.